I was just wondering if someone could tell me where I am going wrong. I am currently doing a church in 3DS Max for use in the Unity engine (build will be a Windows Standalone.)
I know that the problem is my UV mainly and I don't know quite the best way to set it out. I know that I need more brick space but with more brick space everything else looks terrible. I was considering tiling the texture across the whole of the building but then what is the best way to avoid an obviously tiled texture, is it decals and if so how big should they be in a texture and should I map them seperate to the Diffuse of the building or seperate?
Here is my render and Diffuse Map.
UV resized to a 512 from 2048 I can upload the full UV if needed.
This is still a WIP I just aren't happy with it so far I think it is the brick texture that is really annoying me and I know I have done a big mistake with the windows with the upper windows getting more detail than the lower ones (oops!)
I guess the question is really how should I space the UV, do people use set measurements 50% Brick 50% detail ?
Any help is greatly appreciated.
Replies
Your brick texture is tiling on your UV's anyway, so yes, you could use multiple materials (a multisub in max) and just apply a tiling brick to all the brick faces and then have a second material for everything else. This will increase the draw calls to 2.
the other way is to use more overlapping UVs... I did a quick illustration showing what I'm talking about:
If you use this method take advantage of the fact that stuff is uniquely laid out, don't just slap a tiling brick texture on it and call it done, put in some AO, grime, worn edges, etc..
remember, your texture repeats outside of the 0-1 box in the uv editor... so if your trim (the purple) is larger don't worry, just make sure the trim texture tiles left and right (I usually put trim textures at the bottom or top of a sheet)
Check out Chris Holden's Tutorials to see some examples of how much you can pack into one texture.
ALSO: keep your texel density consistent on environment art!! You can get away with giving less UV space to stuff you're 200% sure will always be far from the game camera just be careful.
As for the trims I should keep them at the bottom so I can tile one pattern as many times with one polygon by stretching it over the 0,1 outlined box. I can see how that can be very useful I haven't thought about using it in that way before.
Thanks a lot for your help, it is greatly appreciated.
even though it's repeated it will not be very noticeable, I just remembered a really great post by Stefan Morrell illustrating this.
It also depends on what engine your using and how it handles the light maps. Some engines like UDK will allow you to use a second UV channel for your light maps. You unwrap this 2nd UV channel to be 100% unique and its independent from your diffuse map layout. The light map gets built by the engine when it compiles the map.
This doesn't necessarily stop you from baking AO into your diffuse map but it does allow you keep it pretty generic and you only really need to reinforce those areas that you think the light map might not handle exactly like you want, like the shadows in the folds of the statues cloth.
also the Stefan Morrell post isn't a tutorial it's just a post that will BLOW YOUR MIND!
http://wiki.polycount.com/CategoryEnvironmentDesign#Modular_Design_and_Workflow